Entity Modding

Entity modding is the addition of new or modification of existing entity types. An "entity" can be a brigade, building, faction, upgrade, stance, skill tree, skill, faction group, or anything else defined by a .XNT file. .XNT files are .XML files. In order to manipulate them, you'll need a plain text editor (like Notepad or Notepad++, but NOT Microsoft Word or other formatted text editors).

Contents

Every XNT file expects to be contained within a single xml block, and each entity expects to have an entire xml block to itself opening and closing with the "entity" tag. This is what an xml block defining an entity looks like.

<entity>
(your data here)
</entity>

If you want to have multiple entities defined, you need to contain them all within one block marked "entitygroup", like so.

In addition, every entity looks for its class and type. The class is what tells the game whether it's trying to make a unit, building, faction, or so on. The type is the unique name of the entity being defined here. For example, Greek Hoplites have the following header:

These are references to another entity. A tag with an entity ref has a "class" and "type" attribute pointing to the entity referenced; usually, this tag will have nothing else in it and will be immediately closed with a slash. For example,

These are references to an image. Most atlas refs in the default game point to part of an "atlas", or image compiled out of multiple ones. For example,

<buildbutton atlas="buttons" sprite="buildetruscanaxemen"/>

points to the buildetruscanaxemen part of the buttons atlas, which is a large image containing every button in the default game stored together for optimization purposes. However, you can also point to a single image in an atlas ref. You do this by putting "FILE:" in the atlas attribute and path to the image in the sprite attribute. For example,

Tools

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